That's the basics. Different martial arts techniques are based on different skills; Arm Lock, for example, can be performed with Wrestling or Judo but not Brawling, Boxing, or Karate.

This list may be information overload, so you're free to ignore it, but from GURPS Martial Arts, here's how the different skills allow different "techniques." You can still attempt any technique even if you haven't put any points in it; defaults are listed. Generally you need to study a particular style to improve that style's techniques.

There are also a few other techniques that you can try if you have Acrobatics.

Technique Default Effect
Acrobatic Stand Acrobatics -6 Go from lying to standing in a single action
Breakfall Acrobatics Less damage from falling or being thrown
Evade Acrobatics flip over/tumble under when passing through foe's hex

GM GM, 11 postsThu 6 Dec 2018at 15:39

msg #2

Mechanic: Maneuvers

Manuever Active Defense Movement Description
Aim Any* Step | None Aim a ranged weapon to get its Acc bonus (+1 for bracing, +1
for 2 turns, +2 for 3+ turns, the combined bonus from all
targeting systems cannot exceed the weapon’s base Accuracy) |
You get no step if your two-handed weapon is braced
All-Out Attack - Melee
Determined None 1/2 forward +4 to hit
Double None 1/2 forward 2 attacks on same foe with ready weapon (-4 to off-hand without
Ambidexterity)
Feint None 1/2 forward Make one feint and one attack on the same foe
Long None 1/2 forward Increase reach by 1 yard (Swing attacks at -2 dmg or -1 per
die), may end in crouch (MA87)
Strong None 1/2 forward +2 to damage (or +1 per damage die)
All-Out Attack - Ranged (for optional ranged feints, see MA121)
Determined None 1/2 forward +1 to hit
Suppression None 1/2 forward RoF 5+ targets 2 yard zone - RoF 10+ suppress multiple,
adjacent 2 yard zones with 5+ Shots/zone
All-Out Defense
Increased Any Step (1/2) +2 to one Active Defense until next turn (Increased Dodge
allows up to Half Move)
Double Any Step Two different Defenses against one attack
Mental Def. Any Step +2 to all resistance rolls against magic, psi, and anything
similar. This bonus persists until your next turn
Attack Any Step Attack unarmed or with a ready weapon, you make take a step
before or after you attack
Change Posture Any None Standing, sitting, kneeling, crawling, prone, lying face up
(see B364/MA98). Prone to standing takes two turns (Exception
Acrobatic Stand)
Concentrate Any † Step Focus on mental task. All-Out Concentrate (DF14:34) gives +1 to
roll but lose active defenses. Must make Will-2 if injured or
distracted
Committed Attack - Melee (MA100)
Determined Special ‡ Step +2 to hit, or take two steps at -2 to hit for a total modifier
of 0, may move before or after an attack
Strong Special ‡ Step +1 to damage (or +1 per two full damage dice), ST-based attacks
only, may take 2 steps at -2 to skill, may move before or after
an attack
Defensv Attack Any Step** Balanced weapon: +1 Parry/Block, Unbalanced weapon: +1
Parry/Block with different weapon or Parry with the same
weapon, Kick: +2 to avoid Leg Grapple and DX rolls to avoid
falling. -2 to damage (or -1 per die if worse), foe gets +1 to
defend against a grab or grapple
Do Nothing Any None Take no action (Active Defenses at -4 if taking Do Nothing due
to Stun; roll vs HT/IQ)
Evaluate Any Step Study a foe prior to a melee attack (+1 per turn to subsequent
attacks or feints, max. +3); may also use the Evaluate Bonus to
cancel out penalties from Deceptive Attacks or feints
Feint - Melee (May use the highest melee weapon or unarmed combat skill to resist a feint)
Beat Any Step Contest of ST-based combat skill vs foe’s ST- or DX-based skill
Defensive Any Step Apply the penalty from a successful Beat, Feint or Ruse to
foe’s attacks roll instead of defense
Feint Any Step Contest of combat skill (melee or ranged) vs. combat skill,
cloak/shield or DX
Ruse Any Step Contest of IQ-based combat skill vs. foe’s Per-based skill,
DX-based skill or Tactics (MA101)
Move & Attack Special § Full Move Move and attack at a penalty (Ranged: -2 or weapon’s bulk;
non-slam Melee: -4, max. skill 9). For thrusting attacks, may
use slam damage (HP x velocity/100). Not compatible with Flurry
of Blows, Mighty Blow, Giant Step, Combos, Rapid Strike or
Deceptive Attack (except slams or cinematic techniques which
require final effective skill of at least 10)
Move Any Full Move Do nothing but move
Ready Any Step Ready or reload a weapon, adjust reach (B269), change grip,
change hands
Wait Any Varies Hold your action, then take an Attack, All-Out Attack,
Committed Attack, Defensive Attack, Feint, Ready or Stop Hit.
Specify exactly what your action will be and what will trigger
it. You may also perform a Step and Wait, loosing your Step in
the proceeding Maneuver
* Taking an active defense spoils your Aim; if you are injured, make a Will roll or lose your Aim.
** Before or after attack.
† Taking an active defense or being knocked down, injured, distracted etc. requires a Will-3 roll to maintain.
‡ The attacker cannot parry with the hand(s) he used to attack, block if he attacked with his shield or cloak,
or dodge if he kicked. He can use any other defense, but at -2. He cannot retreat.
§ If you attacked using an arm, you cannot use that arm to parry (if the attack involved a fist, elbow, or
weapon) or block (if you used a shield or cloak). If you used any other body part to attack, you cannot dodge.
You can use any other defense, but you cannot retreat.
Deceptive Attack Target suffers a -1 to active defense for every -2 taken to melee skill (min. skill of
10), or -1 to Dodge for every -2 taken to ranged skill (min. skill of 10).
Pop-Up Attack (B390) Ranged attacks only, attacker suffers -2 to hit, no aim possible, may step. Not
possible with bow or sling
Rapid Strike (B370) Make two attacks, both at -6, to replace one normal attack. Can target seperate foes.
Ranged Rapid Strikes if RoF 2+. Half penalty for Weaponmaster or Gunslinger
Riposte (MA124) Take a penalty to your Parry (min. of 8), not including modifiers. If Parry succeeds
and you attack using the parrying weapon next turn, apply the same penalty to your foes
Parry (hand or weapon), Block (shield) or Dodge (non-hand unarmed strike) or half that
penalty to all other defenses.
Stop Hit (MA108) Take a Wait Maneuver and declare that you intend to attack. Both roll to hit. Both
fail, nothing happens. If one hits, the other defends at -1 or -3 if Parry with same
weapon. If both hit, larger margin of success defends normally, other at penalty above.
If tied, both have above penalty. Possible with Unbalaced/Unready Weapon.
Spraying Fire (B409) RoF 5+ weapon may attack multiple targets, must be within 30° angle, engaged in
succession, +1 Rcl 2nd target +2 Rcl 3rd target and so on. RoF -16 looses 1 shot/yard,
RoF 16+ looses 2 shot/yard. Attack roll for each target with effective RoF
Telegraphic Attack +4 to hit, +2 to defend against. Not compatible with Deceptive Attack, Evaluate,
Riposte or Feint. Does not affect critical chance.
Tip Slash (MA113) Swing a thrusting, impaling weapon to do cutting damage equal to the weapons impaling
damage -2
Extra Effort A critical failure on these rolls causes an additional 1 HP of injury to arm (block,
parry, attack) or leg (dodge or kick), no DR (B357). May use no more than one offensive
option (Flurry of Blows, Giant Step, Great Lunge, Heroic Charge, Mighty Blows)
Flurry of Blows Spend 1 FP per attack to halve the penalty for Rapid Strike to -3 (B370, usually -6, if
you spend 1 FP you half it to -3)
Giant Step Spend 1 FP for one extra step (before or after your attack) during an Attack or
Defensive Attack.
Great Lunge
Spend 1 FP to get the effects of All-Out Attack (Long) without losing defenses
(incompatible with All-Out Attack, Defensive Attack, Defensive Grip).
Heroic Charge Spend 1 FP during a Move and Attack to ignore the skill penalty and cap (except for
Acrobatic Attack or Flying Attack).
Mighty Blow Spend 1 FP per attack to get the All-Out Attack (Strong) damage bonus to an Attack
without losing defenses.

GM GM, 12 postsThu 6 Dec 2018at 15:39

msg #3

Mechanic: Defenses

Active Defense (B374+) Description
Dodge
and Drop / Dive +3 to Dodge - may take a step before drop, ranged attacks only
Sacrificial If you make your dodge roll, you get hit - if you fail, original victim gets
his defense roll
Acrobatic -2/+2 to Dodge - once per turn, can be combined with retreat
Parry (Weapon, all Parries against an attack coming from the back are at -2)
Flail -4, fencing weapons can’t parry at all
Thrown -1 if (Large, eg. spear), -2 if (Small, eg. knife)
Consecutive -4 if you use the same hand in the same round
-2 if you use fencing or with Weapon Master/Trained by a Master
-1 if you use fencing with Weapon Master/Trained by a Master
Cross Commit two ready melee weapons to a single Parry, using the better Parry score
+2 and combining their weights (for purposes of breaking). Neither hand can
Parry again this turn
Supported Use a ready (empty) hand to support a parrying weapon for +1 as if it were a
two-handed weapon. Neither hand can parry again
Parry (Unarmed - above rules apply as well)
DX / Karate / Brawling Use highest to Parry with one free hand
Boxing Parry two different attacks per turn, one with each hand
Wrestling / Sumo Need to use two hands to Parry
Weapon Swing Attack -3, 0 if you use Karate or Judo
Parry (Unarmed with legs - above rules apply as well)
Karate / Brawling Needs Karate / Brawling - can only parry attacks below the waist, can not
retreat, once per Turn
Block (You can not Block Bullets or Beam Weapons)
Consecutive -5
Flail -2
Close Combat No block possible
Retreat (Together with another active defense, only against melee attacks, counts against one foe for one turn,
can only retreat once per turn, must take a step backwards)
Dodge +3
Parry +1, +3 if using Fencing Weapon / Judo / Karate
Block +1
Extra Effort A critical failure on these rolls causes an additional 1 HP of injury to arm
(Block, Parry, Attack) or leg (Dodge or Kick), no DR (B357). May use no more
than one defensive option (Feverish Defense or Rapid Recovery)
Feverish Defense Spend 1 FP to add +2 to a single active defense roll (except when using All-Out
Attack or Committed Attack)
Rapid Recovery Spend 1 FP to Parry with an unbalanced weapon during an Attack, or any weapon
during a Move and Attack

[1] Attack that misses by 1 hits the torso instead.
[2] Only imp, pi, and tbb attacks can target the eye – and only from the front or sides. Injury over HP/10 blinds the eye. Otherwise, treat as skull [3], but without the extra DR!
[3] The skull gets an extra DR 2. Wounding modifier is ×4. Knockdown rolls are at -10. Critical hits use the Critical Head Blow Table (B556). Exception: These special effects do not apply to tox damage.
[4] Jaw, cheeks, nose, ears, etc. If the target has an open-faced helmet, ignore its DR. Knockdown rolls are at -5. Critical hits use the Critical Head Blow Table (B556). Cor damage gets a ×1.5 wounding modifier, and if it inflicts a major wound, it also blinds one eye (both eyes on damage over full HP). Random attacks from behind hit the skull instead. On front hit, roll 1d. 1 means skull [3] hit if attack is imp, pi, tbb. Otherwise it’s a nose hit [15].
[5] Limb. Reduce the wounding multiplier of large pi, huge pi and imp damage to ×1. Any major wound (loss of over 1/2 HP from one blow) cripples the limb. Damage beyond that threshold is lost. Roll 1d, on a 1 cut, imp, pi, tbb hit vein/artery, see [17]. Cr hits a joint [15]
[6] If holding a shield, double the penalty to hit: -4 for shield arm, -8 for shield hand.
[7] Human males/males of similar species suffer double shock from cr damage, and get -5 to knockdown rolls. Otherwise, treat as a torso hit.
[8] Extremity. Treat as a limb, except that damage over 1/3 HP in one blow inflicts a crippling major wound. Excess damage is still lost. Roll 1d, on a 1 with cr, cut, pi, tbb hits a joint [14].
[9] If rolling randomly, roll 1d: 1-3 is right, 4-6 is left.
[10] Neck and throat. Increase the wounding multiplier of cr and cor attacks to ×1.5, and that of cutting damage to ×2. At the GM’s option, anyone killed by a cutting blow to the neck is decapitated! Roll 1d, on a 1 with cut, imp, pi, tbb hits vein/artery [17], if cr from behind, counts as [16] and gives Quadriplegic. Automatic if dmg > HP from Neck Snap or throw from Head Lock.
[11] Heart, lungs, kidneys, etc. Increase wounding modifier for imp or pi attack to ×3. Increase wounding modifier for tbb attack to ×2. cr is only ×1, if caused shock roll vs. knockdown, -5 if major wound, other attacks cannot target the vitals.
[12] Ear, if cutting max Dmg = HP/4, double HP/4 removes ear which gives -1 Appearance
[13] Jaw, if crushing extra -1 to knockdown
[14] Joints, limb crippeld at HP/3, extremity at HP4, HT roll to recover from crippling -2, miss by 1 hits the limb or extremity not the joint
[15] Nose, only targetable from the front, treat like facehit, HP/4 breaks nose gives major wound and no Sense of Smell/Taste until healed. Cut lops off nose if HP/4×2 (major wound) but knockdown not at -5 for face. Cutting off nose = Appearance -2
[16] Spine, only targetable from behind with cr, cut, imp, pi, tbb. DR3, if shock-penatly roll against knockdown, crippled if dmg = HP which causes automatic knockdown and stunning
[17] Veins and Arteries, only targetable by cut, imp, pi, tbb. Increases wounding modifier plus 0.5, no crippling and no dmg limit, an attack that misses by 1 hits the neck, arm or leg, as appropriate
[18] Roll 1d if cr, imp, pi or tbb. On 1, hit to the vitals [11], cut from behind hits the spine [16]
[19] Like [18] but if major wound you fall down. Until healed you’re Lame(Missing Leg). Can’t stand, fight sitting or lying. Armor for torso and groin or specific protects normal.
[20] Roll 1d, 1 is Vitals [11], 2-4 is Digestive Tract [21], 5 Pelvis [19] and 6 is Groin [7].
[21] If major wound HT-3 or get a special infection (B444)